﻿using UnityEngine;
using System.Collections;
using System;
using FSM;

public class FSMStateCreator : Singleton<FSMStateCreator>
{
    public static FSMState CreateFSMState(string stateName, int type, FSMMachineBase parent)
    {
        string name = stateName + "State";
        Type classType = Type.GetType(name);
        FSMState state = Activator.CreateInstance(classType, type, parent) as FSMState;
        return state;
    }

}

